The Orrery
Boss of The Cogholds · Act III
Guarding the final gate of the Cogholds is the Orrery—a colossal autonomous fortress of spinning brass rings that hums like a thousand clockwork gears. It needs no living crew to fight.
How to beat The Orrery · ●●○
Its Governor (Bulkheads icon) turns its rooms every 26 s, so your aim is lost, and it loads its guns: damage it to slow both, wreck it to stop the turning, or put a gnome in it to stop it for good. Its 2 ward layers stop most spells: bring bolts.Victory: Clock Stopped#
The Orrery's brass rings grind to a halt, stopping every synchronized clock across the Cogholds. One by one, gnomes step out onto their spire balconies to stare at your ship.
A Compact delegation soon arrives bearing an artificer's workbench, a crate of clockwork devices, and a formal diplomatic protest—all at the same time.
A Compact delegation soon arrives bearing an artificer's workbench, a crate of clockwork devices, and a formal diplomatic protest—all at the same time.
- Accept the workbench, the devices, and the protest.Every faction in the Cogholds knows your ship's name now.Completes the act
If you meet again#
The Compact wound a second Orrery from the plans of the first. It was built to stop ships like yours.
Shown when this boss returns on an Endless voyage.
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord
